31,617 research outputs found

    Rights and services interoperability for multimedia content management

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    The main goal of the work presented in this thesis is to describe the definition of interoperability mechanisms between rights expression languages and policy languages. Starting from languages interoperability, the intention is to go a step further and define how services for multimedia content management can interoperate by means of service-oriented generic and standardised architectures. In order to achieve this goal, several standards and existing initiatives will be analysed and taken into account. Regarding rights expression languages and policy languages, standards like MPEG-21 Rights Expression Language (REL), Open Digital Rights Language (ODRL) and eXtensible Access Control Markup Language (XACML) are considered. Regarding services for content management, the Multimedia Information Protection And Management System (MIPAMS), a standards-based implemented architecture, and the Multimedia Service Platform Technologies (MSPT), also known as MPEG-M standard, are considered. The contribution of this thesis is divided into two parts, one devoted to languages interoperability and the other one devoted to services interoperability, both addressed to multimedia content management. They are briefly described next. The first part of the contribution describes how MPEG-21 REL, ODRL and XACML can interoperate, defining the mapping mechanisms to translate expressions from language to language. The mappings provided have different levels of granularity, starting from a mapping based on a programmatic approach coming from high-level modelling diagrams done using Unified Modelling Language (UML) and Entity-Relationship (ER). The next level of mappings includes specific mappings between MPEG-21 REL and XACML and ODRL and XACML. Finally, a more general solution is proposed by using a broker. Part of this work was done in the context of the VISNET-II Network of Excellence and the AXMEDIS Integrated Project. The findings done prove the validity of the interoperability methods described. The second part of the contribution describes how to describe standards based building blocks to provide interoperable services for multimedia content management. This definition is based on the analysis of existing content management use cases, from the ones involving less security over multimedia content managed to the ones providing full-featured digital rights management (DRM) (including access control and ciphering techniques) to support secure content management. In this section it is also presented the work done in the research projects AXMEDIS, Musiteca and Culturalive. It is also shown the standardisation work done for MPEG-M, particularly on elementary services and service aggregation. To demonstrate the usage of both technologies a mobile application integrating both MPEG-M and MIPAMS is presented. Furthermore, some conclusions and future work is presented in the corresponding section, together with the refereed publications, which are briefly described in the document. In summary, the work presented can follow different research lines. On the one hand, further study on rights expression languages and policy languages is required as new versions of them have recently appeared. It is worth noting the standardisation of a contract expression language, MPEG-21 CEL, which has also to be further analysed in order to evaluate its interoperability with rights and policy languages. On the other hand, standard initiatives must be followed in order to complete the map of SB3's, considering MPEG standards and also other standards not only related to multimedia but also other application scenarios, like e-health or e-government

    Understanding user experience of mobile video: Framework, measurement, and optimization

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    Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study

    Content-driven design and architecture of E-learning applications

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    E-learning applications combine content with learning technology systems to support the creation of content and its delivery to the learner. In the future, we can expect the distinction between learning content and its supporting infrastructure to become blurred. Content objects will interact with infrastructure services as independent objects. Our solution to the development of e-learning applications – content-driven design and architecture – is based on content-centric ontological modelling and development of architectures. Knowledge and modelling will play an important role in the development of content and architectures. Our approach integrates content with interaction (in technical and educational terms) and services (the principle organization for a system architecture), based on techniques from different fields, including software engineering, learning design, and knowledge engineering

    Philosophy of Blockchain Technology - Ontologies

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    About the necessity and usefulness of developing a philosophy specific to the blockchain technology, emphasizing on the ontological aspects. After an Introduction that highlights the main philosophical directions for this emerging technology, in Blockchain Technology I explain the way the blockchain works, discussing ontological development directions of this technology in Designing and Modeling. The next section is dedicated to the main application of blockchain technology, Bitcoin, with the social implications of this cryptocurrency. There follows a section of Philosophy in which I identify the blockchain technology with the concept of heterotopia developed by Michel Foucault and I interpret it in the light of the notational technology developed by Nelson Goodman as a notational system. In the Ontology section, I present two developmental paths that I consider important: Narrative Ontology, based on the idea of order and structure of history transmitted through Paul Ricoeur's narrative history, and the Enterprise Ontology system based on concepts and models of an enterprise, specific to the semantic web, and which I consider to be the most well developed and which will probably become the formal ontological system, at least in terms of the economic and legal aspects of blockchain technology. In Conclusions I am talking about the future directions of developing the blockchain technology philosophy in general as an explanatory and robust theory from a phenomenologically consistent point of view, which allows testability and ontologies in particular, arguing for the need of a global adoption of an ontological system for develop cross-cutting solutions and to make this technology profitable. CONTENTS: Abstract Introducere Tehnologia blockchain - Proiectare - Modele Bitcoin Filosofia Ontologii - Ontologii narative - Ontologii de intreprindere Concluzii Note Bibliografie DOI: 10.13140/RG.2.2.24510.3360
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